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The Folly of Man: Characters
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<blockquote data-quote="Jolmo" data-source="post: 1668104" data-attributes="member: 14908"><p><span style="font-size: 12px"><strong>Garam Walker</strong></span></p><p><em>Male Human Cleric of Fharlaghn 3</em></p><p></p><p><strong>STR:</strong> 14 (+2) [6pts]</p><p><strong>DEX:</strong> 12 (+1) [4pts]</p><p><strong>CON:</strong> 12 (+1) [4pts]</p><p><strong>INT:</strong> 12 (+1) [4pts]</p><p><strong>WIS:</strong> 15 (+2) [8pts]</p><p><strong>CHA:</strong> 14 (+2) [6pts]</p><p></p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>HP:</strong> 27 (3d8 + 3con)</p><p><strong>AC:</strong> 20 (10 + 1dex + 7armor +2shield) / touch: 11 / flatfooted: 19</p><p><strong>Initiative:</strong> +5 (+1dex+4imp.init.)</p><p><strong>Base attack bonus:</strong> +2</p><p><strong>Languages: </strong>Common, Celestial</p><p></p><p><u><strong>Saves:</strong></u> </p><p><strong>Fortitude:</strong> +4 (3base + 1con)</p><p><strong>Reflex:</strong> +2 (1base + 1dex)</p><p><strong>Will:</strong> +5 (3base + 2wis)</p><p></p><p><u><strong>Attacks: </strong> </u> </p><p><strong>Masterwork Dwarven Waraxe:</strong> +5 (2bab + 2str + 1mw), 1d10+2, x3</p><p><strong>Light Crossbow:</strong> +3 (2bab + 1dex), 1d8, 19-20/x3, 80 ft</p><p></p><p><u><strong>Skills:</strong></u></p><p>Total 24 points, max 6 in one skill</p><p><strong>Concentration:</strong> 5 (4 ranks +1con)</p><p><strong>Diplomacy:</strong> 6 (4 ranks +2cha)</p><p><strong>Heal:</strong> 10 (4 ranks +2wis +2feat +2kit)</p><p><strong>Knowledge (religion):</strong> 5 (4 ranks +1int)</p><p><strong>Spellcraft:</strong> 5 (4 ranks +1int)</p><p><strong>Survival:</strong> 8 (4 ranks +2wis +2feat)</p><p></p><p><u><strong>Feats:</strong></u></p><p>Improved Initiative, Self-Sufficient, Dwarven Waraxe Proficiency</p><p></p><p><u><strong>Class Abilities:</strong></u></p><p><strong>Travel Domain:</strong> Freedom of movement for cleric level rounds/day.</p><p><strong>Protection Domain:</strong> Grant resistance bonus equal to cleric level with a touch for one saving throw within one hour once per day.</p><p><strong>Turn Undead:</strong> Can turn undead 5 times per day.</p><p></p><p><u><strong>Prepared Spells: </strong> </u></p><p>0: Create Water, Detect Magic, Light, Purify Food and Drink (4)</p><p>1: Bless, Comprehend Languages, Divine Favor, Longstrider (3+1)</p><p>2: Bull's Strength, Hold Person, Locate Object (2+1)</p><p></p><p><u><strong>Equipment:</strong></u></p><p>Travelers Outfit</p><p>Backpack (2gp, 2lb)</p><p>Bedroll (1sp, 5lb)</p><p>Fishhook (1sp)</p><p>Flint and Steel (1gp)</p><p>Everburning Bullseye Lantern (132gp, 3lb)</p><p>7 days trail ration (3,5gp, 6,5lb)</p><p>Waterskin (1gp, 4lb)</p><p>Healer's kit (50gp, 1lb)</p><p>Holy symbol, silver (25gp, 1lb)</p><p>Masterwork Dwarven Waraxe (330gp, 8lb)</p><p>Light Crossbow (35gp, 4lb)</p><p>4 cases of 10 bolts (4gp, 4lb)</p><p>Banded mail +1 (1400gp, 35lb)</p><p>Heavy wooden shield (7gp, 10lb)</p><p>Wand of cure light wounds (750gp)</p><p></p><p>15pp, 12gp, 8sp</p><p>83 lb</p><p><strong>Carrying capacity:</strong> light: 58 lb, medium: 116 lb, heavy: 175 lb, lift: 350 lb, push: 875 lb</p><p></p><p><u><strong>Background: </strong> </u> </p><p>Growing up in a family of wanderers and adventurers, it always seemed natural that Garam would take after his kin. Garam himself was ever impatient for the day when he would be deemed old enough to leave home. While stuck at home Garam often visited the various priests of Fharlanghn assigned to the nearby shrine during a pause in their travels. He would listen to their stories of adventures and tales of the old races and dream to be in one of them, and he would hear the wise words they had received from their god.</p><p></p><p>On the day he got his mothers blessing to leave, he was asked to join the clerics of Fharlanghan as an apprentice to one of the priests who was just leaving the shrine. As Garam didn't have any specific plans of his own, he readily accepted.</p><p></p><p>He travelled with the priest for a year, stumbling into many adventures and getting some good treasure out of it, before he was accepted fully into the priesthood of Fharlanghn and went out on his own. He leapt from expedition to journey to adventure, never returning home for more than a few days before setting out again, and making some small fame for himself as an adventurer.</p><p></p><p>Garam tried to find the lost races in an expedition of his own once but had to give up after finding nothing more than some old dwarven ruins. He found an axe there though, clearly of dwarven origin, which must have been among the last works they did before disappearing. This made him think of trying to locate them again after pursuing some other interests for some time, and when Findel's summoning reached him, he was eager to take up the challenge again.</p><p></p><p></p><p><u><strong>Personality: </strong> </u></p><p>Garam is ever optimistic and always wants to keep moving forward, though he can be fickle and decide to pursue something else when things turn too hard. He looks out for his companions and does his best to make sure that no one comes to any harm.</p><p></p><p><u><strong>Appearance: </strong> </u></p><p>23 years old, 5'10" long, weighing 200 pounds, well muscled with slightly reddish blond hair and blue eyes, Garam looks quite heroic. When between journeys, he usually keeps his hair cut short and grooms a fine beard but when travelling both tend to grow quite wild.</p></blockquote><p></p>
[QUOTE="Jolmo, post: 1668104, member: 14908"] [size=3][B]Garam Walker[/B][/size] [i]Male Human Cleric of Fharlaghn 3[/i] [B]STR:[/B] 14 (+2) [6pts] [B]DEX:[/B] 12 (+1) [4pts] [B]CON:[/B] 12 (+1) [4pts] [B]INT:[/B] 12 (+1) [4pts] [B]WIS:[/B] 15 (+2) [8pts] [B]CHA:[/B] 14 (+2) [6pts] [B]Alignment:[/B] Chaotic Good [B]HP:[/B] 27 (3d8 + 3con) [B]AC:[/B] 20 (10 + 1dex + 7armor +2shield) / touch: 11 / flatfooted: 19 [B]Initiative:[/B] +5 (+1dex+4imp.init.) [B]Base attack bonus:[/B] +2 [b]Languages: [/b]Common, Celestial [U][B]Saves:[/B][/U] [B]Fortitude:[/B] +4 (3base + 1con) [B]Reflex:[/B] +2 (1base + 1dex) [B]Will:[/B] +5 (3base + 2wis) [U][B]Attacks: [/B] [/U] [B]Masterwork Dwarven Waraxe:[/B] +5 (2bab + 2str + 1mw), 1d10+2, x3 [B]Light Crossbow:[/B] +3 (2bab + 1dex), 1d8, 19-20/x3, 80 ft [U][B]Skills:[/B][/U] Total 24 points, max 6 in one skill [B]Concentration:[/B] 5 (4 ranks +1con) [B]Diplomacy:[/B] 6 (4 ranks +2cha) [B]Heal:[/B] 10 (4 ranks +2wis +2feat +2kit) [B]Knowledge (religion):[/B] 5 (4 ranks +1int) [B]Spellcraft:[/B] 5 (4 ranks +1int) [B]Survival:[/B] 8 (4 ranks +2wis +2feat) [U][B]Feats:[/B][/U] Improved Initiative, Self-Sufficient, Dwarven Waraxe Proficiency [U][B]Class Abilities:[/B][/U] [B]Travel Domain:[/B] Freedom of movement for cleric level rounds/day. [B]Protection Domain:[/B] Grant resistance bonus equal to cleric level with a touch for one saving throw within one hour once per day. [B]Turn Undead:[/B] Can turn undead 5 times per day. [U][B]Prepared Spells: [/B] [/U] 0: Create Water, Detect Magic, Light, Purify Food and Drink (4) 1: Bless, Comprehend Languages, Divine Favor, Longstrider (3+1) 2: Bull's Strength, Hold Person, Locate Object (2+1) [U][B]Equipment:[/B][/U] Travelers Outfit Backpack (2gp, 2lb) Bedroll (1sp, 5lb) Fishhook (1sp) Flint and Steel (1gp) Everburning Bullseye Lantern (132gp, 3lb) 7 days trail ration (3,5gp, 6,5lb) Waterskin (1gp, 4lb) Healer's kit (50gp, 1lb) Holy symbol, silver (25gp, 1lb) Masterwork Dwarven Waraxe (330gp, 8lb) Light Crossbow (35gp, 4lb) 4 cases of 10 bolts (4gp, 4lb) Banded mail +1 (1400gp, 35lb) Heavy wooden shield (7gp, 10lb) Wand of cure light wounds (750gp) 15pp, 12gp, 8sp 83 lb [b]Carrying capacity:[/b] light: 58 lb, medium: 116 lb, heavy: 175 lb, lift: 350 lb, push: 875 lb [U][B]Background: [/B] [/U] Growing up in a family of wanderers and adventurers, it always seemed natural that Garam would take after his kin. Garam himself was ever impatient for the day when he would be deemed old enough to leave home. While stuck at home Garam often visited the various priests of Fharlanghn assigned to the nearby shrine during a pause in their travels. He would listen to their stories of adventures and tales of the old races and dream to be in one of them, and he would hear the wise words they had received from their god. On the day he got his mothers blessing to leave, he was asked to join the clerics of Fharlanghan as an apprentice to one of the priests who was just leaving the shrine. As Garam didn't have any specific plans of his own, he readily accepted. He travelled with the priest for a year, stumbling into many adventures and getting some good treasure out of it, before he was accepted fully into the priesthood of Fharlanghn and went out on his own. He leapt from expedition to journey to adventure, never returning home for more than a few days before setting out again, and making some small fame for himself as an adventurer. Garam tried to find the lost races in an expedition of his own once but had to give up after finding nothing more than some old dwarven ruins. He found an axe there though, clearly of dwarven origin, which must have been among the last works they did before disappearing. This made him think of trying to locate them again after pursuing some other interests for some time, and when Findel's summoning reached him, he was eager to take up the challenge again. [U][B]Personality: [/B] [/U] Garam is ever optimistic and always wants to keep moving forward, though he can be fickle and decide to pursue something else when things turn too hard. He looks out for his companions and does his best to make sure that no one comes to any harm. [u][b]Appearance: [/b] [/u] 23 years old, 5'10" long, weighing 200 pounds, well muscled with slightly reddish blond hair and blue eyes, Garam looks quite heroic. When between journeys, he usually keeps his hair cut short and grooms a fine beard but when travelling both tend to grow quite wild. [/QUOTE]
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